GAMEFLOWSimple Interactive Objects – We’ve littered examples of these objects throughout the Apartment scene. Pressing the Interact key (“D”) will toggle the objects between 2 states. We’ve already begun work on more complex interactive objects, but this is the foundation.Terrain in Random Levels – The random levels are starting to look nicer. Right now the same terrain is used for each level. We have 2 terrain styles in the engine, but the generator only displays a single style at the moment. The next build should begin the address those sorts of visual things in the generator.More pretty art – One of the scenes in the game flow, the apartment, has been pretty’d up with some bg art. The other scene, Command, will be pretty’d up this coming week for the next build. I will say though… these scenes are placeholder until we’re happy with the other systems in the game enough to begin building the final environments.EP is pretty cool now – It drains when firing weapons, but regens fairly quickly. However if it’s completely depleted, a cooldown must be satisfied before regen-ing will resume.
The Robot Peons have been polished – There animation quirks were removed, and they’ve also been given a better behavior pattern.Directional Aiming – The weapon sprite used to look funky when looking up/down as it wouldn’t align properly with the Intern. That should be fixed now.
Weapon polish – Weapon values have been adjusted to feel better. In addition, little “poofs” have been added to shots that expire without hitting anything.

If you want to discuss bugs or other issues, you can do it right here by commenting on this post. I’ll be active in responding, so check back often!

Now that 0.0.4 is out we can start focusing on the next test build. The next few builds should focus more on interaction and accomplishing goals in gameplay. Pop-ups, eTools, more enemies and more complex interactive objects are all being worked on this coming week.

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3 comments on “Version 0.0.4 Released!”

I think the bouncy weapon you can have that shoots further than any other weapon, can go right though walls and depends on where you place the shot can actually go though enemy’s.

You can stand on enemy’s heads :P

there’s a door that does not work because you get teleported directly to the location of the space port were the enemy’s spawn in after you go to the terrain that random terrain.

the scene with the random terrain doors and huts get cut in half and are raised above the flat surface. Inside these huts there is no door but you can still exit and somehow teleport to a new room inside these huts if you go left and press D.

You can shove the enemy’s around :P

You do not loose life :P

There is a table that has a light source on it when returning back to home base. That i think you need to flick before you can go back to your room and make the game random generate again.

The new randomization looks sweet and works well with the little moon guy :).

No telling if you are getting something from shooting up the enemy’s apart from just cleaning them up :).